Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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A Night at Beau Coudray
Black SS #2
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 17th SS "Gotz von Berlichingen" Panzergrenadier Division
Germany 5th Fallschirmjager Division
United States 607th Tank Destroyer Battalion
United States 90th "Tough 'Ombres" Infantry Division
Display
Balance:



Overall balance chart for BlSS002
Total
Side 1 1
Draw 0
Side 2 4
Overall Rating, 6 votes
5
4
3
2
1
3
Scenario Rank: 748 of 940
Parent Game Black SS
Historicity Historical
Date 1944-07-06
Start Time 22:45
Turn Count 12
Visibility Night
Counters 55
Net Morale 1
Net Initiative 1
Maps 1: 22
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 133
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Black SS Base Game
Elsenborn Ridge Maps + Counters
Red Warriors Counters
Introduction

With the Americans entrenched on Hill 122 and in Monte Castre, the German position seemed untenable. After carefully examining the problem the Germans concluded that securing Beau Coudray would turn the tables on the Americans. Orders were issued to make it so.

Conclusion

Instead of sending their seasoned warrior, SS Reich Division chose to send the remnants of Gotz von Berlichingen Division supported by the inadequately equipped and trained 5th Fallschirmjager Division. Many men lacked such basic necessities as complete uniforms and helmets while support weapons were extremely scarce. Facing them was the 90th Infantry Division, which had been ill-led but was fast improving due to a new commander busily weeding out incompetents. the Americans gave a good account of themselves, but two companies became isolated. When the 3rd Battalion commander refused to conduct a relief operation in the morning, another incompetent officer was gone.

Additional Notes

Playable without using the black SS counters.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Germany Order of Battle
Luftwaffe
Schutzstaffel
  • Mechanized
United States Order of Battle
Army
  • Mechanized
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Noche sangrienta
Author enrique
Method Solo
Victor United States
Play Date 2011-03-31
Language Español
Scenario BlSS002

Breve escenario donde se desarrolla una batalla nocturna.

Los americanos se despliegan en cuatro hexes de ciudad dispersos por el tablero. Los alemanes entran por el borde sur y deben desalojar de sus posiciones a los americanos. Los alemanes cuentan con fuerzas superiores de infantería. Además cuentan cos pelotones de cañones de asalto StuGIIIG.

Los americanos despliegan dos pelotones en una posición adelantada fuera de los hexes de ciudad. Naturalmente, estas posiciones son atacadas en primer lugar por el centro del dispositivo alemán. (Los alemanes despliegan sus alas por la derecha e izquierda de estas posiciones, superándolas). La batalla por estas posiciones adelantadas y aisladas se decanta fácilmente en favor de los alemanes, que aniquilan los dos pelotones americanos.

Los alemanes llegan a continuación a los primeros hexes de ciudad. Aquí son detenidos en seco por el enemigo. La mediocre moral germana (7/6) permite que sus fuerzas sean facilmente desorganizadas o desmoralizadas por el fuego directo, los morteros o la artillería americana. Los alemanes, no obstante, también realizan un eficaz fuego directo e indirecto sobre las posiciones enemigas en la ciudad y aniquilan varios pelotones. Los alemanes ni siquieran intentan el asalto de la ciudad, dada su inferior moral y la eficacia de la defensa americana, que coloca siempre dos pelotones en los hexes más expuestos. Al final (12 turnos), los alemanes no consiguen tomar ni un sólo hex de ciudad.

VP: alemanes 9, americanos 14.

Victoria menor americana.

Lecciones: las posiciones defensivas adelantadas probablemente no sirven para nada. El defensor debe situarse siempre en los puntos fuertes más difíciles de tomar, con independencia de su posición en el tablero.

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Not Even at Night
Author PG-Tank Dude
Method Solo
Victor United States
Play Date 2011-04-23
Language English
Scenario BlSS002

A quick night time scenario with low counter count.

Turns: 12 (starting at 2245hr)

Victory Conditions: American - Kill Germans, Maintain control of Town hex's Germans - Kill Americans, Gain control of Town hex's

Set-up: Americans set-up strong defensive positions in the small towns with a few units digging in to inhibit flanking from the Germans. Germans use the road for their slower units, HMG's and Mortars, to get close to towns quickly.

Turns 1-3: No American units are moved. Germans advance on the Central towns undercover of darkness.

Turns 4-6: Germans take heavy Op-fire trying to get adjacent to the towns, with units that are not lost becoming disrupted and demoralized. They have better luck getting up to the Dug-in positions but falter in their assaults due to becoming demoralized from 1st fire.

Turns 7-9: With the Germans otherwise engaged on the Eastern edge of the town in assaults and recovery attempts, the Americans to the West begin to move towards the fighting. The Germans up to this point have made minimal gains, destroying the AT Gun and a couple steps of INF, while losing one steps worth of their Stugs in an assault from INF Anti-Tank weapons and then from compound morale failure. Turn 9 sees the Americans beginning to make a concerted effort to eliminate the remaining Germans ability to assault by keeping them scattered, disrupted and demoralized and sustaining several step losses.

Turns 10-12: The Germans are able to mount one more assault just outside of town, which only gained them a few step losses against the American INF after a German OBA gained a step loss and a demoralization.

Americans easily win a Major victory with 8 step losses to the Germans 33.

Conclusion: With the extremely low morale set for the Germans, this was a tuff fight for them to even make it a draw. The SS Hpstfr with his +2 morale bonus did his best to keep his troops in the fight, but with step losses abundant, rolling a 6 or less became problematical. The towns were never in any danger or even fought in. The 2 Stugs were knocked out by mid-game, one lost and the other failing to ever recover from demoralization. A 2 out of 5. The low starting morale for the Germans pretty much ends the game before it can even get started.

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